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About This Game

Something strange is going down on Solomon Island, and you have been sent in to figure out what.

Game System

World of Darkness

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08/18/2023

Detailed Description

All right, so a few things to set expectations. First, this is largely an opportunity for me to playtest of the Chronicles of Darkness rules. I used to play nWoD way back in the day (on these very forums, in fact!), and have been itching to return lately. Come to find out, there's been a new version and I'm curious how it compares. I'm also going to take the opportunity to try out a few ideas I've been wanting to test drive, including "blending" nWoD/CoD templates. Lastly, in case you're not familiar with it, this game is going to be something of an adaptation of the early parts of the MMO The Secret World. I've just always wanted to run a game in the setting, and given the things I'm wanting to experiment with, it's a perfect opportunity. Familiarity with that game is in no way a requirement to join, and honestly unfamiliarity is slightly preferred.😉

The Pitch

Last week, you were a normal human living a normal life, completely unaware of the true dangers living in the shadows of this world. Now, you have become a Bee, a functionally immortal being blessed by Gaia to protect the world from those very dangers. Recruited by a shadowy organization with mysterious motives, you have been thrust into the thick of things, sent to a small island off the coast of Maine that has recently become blanketed by a thick fog that has apparently cut it off from the rest of the world. At once knowing far more than you ever imagined about the truth of this world, and yet feeling like you still don't know nearly enough, you stumble into the zombie-infested town of Kingsmouth seeking answers for both your new superiors and yourself.

 

  1. What's new in this game
  2. Checking in to see how your family's doing - if your okay with keeping strangers on the Internet the info.
  3. That's actually very mature of you to be transparent about it. Life happens all the time. Thank you for not trying to push through and failing and then ghosting us. That unfortunately happens a lot here. I'm sure we will all be eager to play with you when you resolve your side.
  4. Take all the time you need, I understand completely and good luck with whatever happened!
  5. Hey all, so... unfortunately, a family situation has come up that I'm going to need to focus on, so I'm not really going to have the free time I thought I would in the coming months. I'm going to have to shelve this project for now, but hopefully once this is over I'll be able to find the time to dust it off and try again.
  6. Conspiracies Illuminati Our wisdom flows so sweet. Taste and see. TRANSMIT - initiate pyramid signal - RECEIVE - initiate NOW frequency - DOWNLOAD - initiate Big Brother broadcast - NEW AND IMPROVED - initiate Sex, Drugs, & Rockefeller Prerogative - THAT'S THE WAY TO DO IT! - initiate the Crowley cadence - YOU MUST BE PRESENT TO WIN - the blue spectrum - WITNESS - The Illuminati.   The Illuminati may have ancient roots, but they remain forever young and hungry. In every growing empire they have played for it all. And they play for keeps. Stealing the Americas from under the Templars' noses, they grew with the United States to become a shadow superpower. Their corporate headquarters, the Labyrinth, is in an undisclosed location beneath Brooklyn, New York. Acting silently, unless the occasion calls for a gunshot, the Illuminati push for a New World Order. It will be empowering and ruthless. Failure is not an option. Complacency is worse than not an option. Their arsenal is the ambition of a new media startup, the rhetoric of a congressman and a mogul's business sense. Working hard, playing hard and fighting dirty. The Illuminati certainly have cash to spare, and the society knows how to use it, though it may not look that way. Not on the surface. They're not flashy, not when it comes to the serious business of ruling the secret world. When it comes to weapons, you'll find the Illuminati headquarters being very well protected in every possible way. And some of this high-tech equipment will certainly be available to initiates... as long as they've proven to be loyal to the illuminated path. Nothing comes for free in their world. Everyone needs to prove their worth, climb the ladder, stab a few backs. You know, private enterprise. What kinds of weapons, you ask? Big shiny guns that go "boom". Stainless steel and black plastic. And gas masks, of course. The Illuminati are all about gas mask chic. The Illuminati believe in controlling magic. They don't like things they don't understand. The occult has to be quantified and contained, researched and refined, and synthesized if possible. Manufactured. Stored. The Illuminati will have some fun toys to play with. Dangerous toys. Toys that sizzle and erode the divide between worlds. Templar Our wisdom flows so sweet. Taste and see. TRANSMIT – initiate Babel signal – RECEIVE – initiate phosphorous prayer frequency – DOWNLOAD – initiate John Dee lexicon – AS SEEN ON TV – initiate pillar of salt protocol – DELIVER US FROM EVIL – initiate the Molay Curse cadence – MUST REDEEM BEFORE EXPIRATION – the red spectrum – WITNESS – The Templars.   Proudly tracing their royal lineage back to Babylon, the Templars are the lions of the secret world. When they roar, everyone listens. Old Europe is theirs, and the Templars' marble hall dominates the old London borough of Ealdwic - historic capital of the secret world. It's not just a show of strength. Nothing is just for show with the Templars. At the forefront of the war against darkness, they decide for themselves what counts as darkness. Never backing down from a fight. Never forgetting a grudge. They have tradition to uphold. For thousands of years they have been single-minded in their mission to obliterate evil in all its forms. Where angels fear to tread, the Templars kick down doors. The Templars are crusaders, and the society operates like a private army. A giant private army. They pretty much have the resources of a small country. They could take Luxembourg in a second; maybe even Belgium; definitely Iceland. And they don't hide it. Take one look at their headquarters: These guys are not subtle. But they've got confidence to spare and the track record to go with it. In their eyes, the Templars don't participate in the war on evil, they are the war on evil. And they believe they're protected, untouchable, holy, even, though not necessarily in a religious way. It goes deeper than that. To the very core of the mystery of this world. And they see magic and the occult as their birthright; something they've inherited, something that's in their blood of their ancient order. Initiates may find themselves looked down on to begin with, but they'll soon fit right in and gain access to the powerful relics that this society has accrued through the centuries. As long as they prove their fortitude and fervor in the battle to preserve humanity's soul. Dragon Our wisdom flows so sweet. Taste and see. TRANSMIT - initiate Yeouiju signal - RECEIVE - initiate Hei'an Zhuan frequency - DOWNLOAD - initiate Epic of Darkness lexicon - VOID WHERE PROHIBITED - initiate the King Munmu Protocol - OUR PRICE ARE INSANE - initiate the butterfly effect cadence - DO YOU SUBSCRIBE TO CHAOS? the green spectrum - WITNESS - The Dragon.   A whisper of a rumor of a shadow, this Asian group is the most secretive of societies. With no fixed territory or structure, the Dragon have dissolved and reformed through out history. They believe a controlled society is a sick society. Only through collapse and rebuilding, the natural chaos of life, can the world be in harmony. Recently they have taken root in a nameless district in Seoul, Korea. To an outsider, their strategies are incomprehensible. Fractal patterns, chaos theory, random numbers, and unrelated events. The Dragon understand there is no pattern, only acts of great change to be committed. From whispers to an explosion, they divine that an incident here, a disappearance there, can change the course of everything; acupuncture applied to a paralyzed planet. The Dragon are believed to have roots in Ages long past, and have had followers ever since. Even the Dragon's own members, it is shrouded in mystery, its leaders often issuing directives to enact seemingly insignificant events that nevertheless lead to cataclysmic change. One does not choose to join the Dragon's body, but instead chosen for service, sometimes by force but just as often through manipulation so subtle one would have to study the movements and actions of half the world's population to properly understand its scope. Few direct orders are ever issued, instead members are expected to follow the tenets of the Dragon, to instinctively understand how to meet their goals, and to trust in the impossibly vast calculations and plans of the Head and the Mute Monks. Locations Content   PS: I've fixed the texting format. Now it won't explode the page. You may merge our posts and keep it yours, getting rid of the problematic formating. I tried to keep appearance closest to original.
  7. Awesome. All things considered then I think Amanda may be done. I left endowments alone as they would have messed with the preconceived merits and I didn't want to touch those.
  8. Correct, Conduit 1 and Spirit Projection 1. As for powers, kind of depends on which ones you're talking about. As a Hunter you start with some Endowments, and as a Bee you start with a couple Augments which you can also spend on getting Numina instead. After character creation, these things all cost Experience.
  9. Bee Questions:   I am assuming we start at conduit Rank 1? And Spirit Possession Rank 1 unless we want to spend more on it? Speaking of powers how do we get them and what is the cost/ ceiling?
  10. Amanda how she currently stands: https://test.myth-weavers.com/sheets/?id=2820162   Okay base character stuff is done, now just have to make bee alterations.
  11. Weekend was busy I will try to get my sheet made before 5 but I don't have my book on me at work.
  12. I added my character sheet to the top post. Anyone who is a little more familiar, please feel free to look through and let me know what you think of the crunch so far. I will type up more of the flavor as I am able. I have a pretty good idea of who he is.
  13. No need to worry about metagaming. I'd love to re experience things.
  14. Well, it's not truly homebrewed. Probably something like 99% of it is ripped straight from the Immortals splat, just with some words found-and-replaced to be more fitting. Awesome to have a fellow Secret Worlder! While I will be tweaking a fair bit of the Kingsmouth storyline just to make it flow a little better for a tabletop campaign, you'll probably be able to recognize most of it. Considering what TSW/SWL is, though, and its primary appeals, I figure that any veteran players who did apply for this game would be more than happy to get into the spirit of the thing, though, and not use their knowledge to metagame to whatever extent that will be possible. ^^
  15. I think that the drop downs were just carried over since the current "options" for those fields are essentially freeform. I believe you can type in whatever you like to those fields. But yeah, I find it convenient to use the MW sheets when available just for the convenience of being able to share them easily with the GM.
  16.   Amanda Quartermaine   Background Raised in the "Middle States" of the US, Amanda had a pretty unremarkable childhood. Her mother was a librarian and her father a mechanic. during the school year young Amanda squirrelled herself away in the school library where she let herself be spirited away to Narnia, Middle-Earth, Barsoom, and the dark jungles of Africa ruled by Tarzan. In the summers, she would wake early make sandwiches and disappear into the forests that surrounded her small, quiet mining town, to explore and imagine herself a great adventurer like in the stories she read.   When she was 16 she discovered the SCA and gleefully joined them, learning how to use swords, staves, and knives and even placing in a few amateur tournaments. It was also with the SCA that her life started to spiral out of a tight control she always preferred to keep it. After a weekend of tournaments, crafting and sharing the wonders of the SCA with families at a local festival Amanda went to a party with other SCA members. It was there that someone tried to attack her (and do worse) but Amanda ended up stabbing the man over a dozen times. He lived and Amanda was found by the courts to have acted in self-defense but she soon found herself cold-shouldered by her SCA chapter and worse as word got around her town, she was made out to be a "serial-killer" in training.   Luckily Amanda soon found herself accepted to a small but very well funded University in England. The chance to escape the bad memories, the societal judgement, and her family's worried looks was too good to pass up and so Amanda accepted the offer and vowed to never return to the US if she could help it.   for the next six years she studied and excelled but her past eventually caught up to her and mere months away from her Masters the young woman found herself once more on the move - now to a small town near the English/Scottish border were she took a position as a librarian (the irony of copying her mother's profession not escaping her), and disappeared once more into books - but added alcohol to the mix as well. For four years she stayed there, a prim and proper Librarian in an immaculate suit during the day, and pass-out drunk in dirty sweats in an even dirtier (and book cluttered) apartment at night. Her thoughts slowly turned to death and plans started to formulate in her mind - and then a bee choose her.   Concept: Depressed Librarian drawn into a Secret War Chosen: Amanda had existed on the razor's edge for along time. All she had was her library and her books, no family, no friends, no love to speak of. Then one night as she stared into the dirty mirror of her squalid North England Apartment, contemplating the pill bottle in her hand she was chosen ... and for the next week she wished for death more than anything else as power formerly undreamed of destroyed and rebuilt her one piece at a time.     Sample in Game Text. "Sample speaking text"
  17. Yeah I had found that and was using it. It has the drop down menus for 2nd Ed with the Virtues and Vices that I had selected that aren't compatible with actual 2e. It looks like there is a 2e for WoD and a 2e for CoD to add to the confusion. Maybe I just don't know the history well enough. I will use the "blank" sheet here and fill in the details needed. Thanks for your help figuring out which is the right version.
  18. Concept: Military brat turned Templar   He's not really sure how he feels about their ideology and beliefs, but blood calls to blood and memories run deep. Thinking of leaning into the idea of lineage/past lives with Dream and such
  19. All right, finally all done with the Bee stuff. Gonna add in a couple more entries to the Buzzing thread over the weekend, and that should be that.
  20. Okay, yeah, it is kind of annoying that they went and made the 1e and 2e books look identical for everything. Like, come on guys, this was more than incorporating some errata. As for character sheets, MW has a built-in one for nWoD/CoD, though it's genericized for the whole system and requires manual labelling. I have some PDF form ones though, if you'd rather, that I can send you later once I get off work. EDIT: It's after work, and I found this site.
  21. I have them all, I've been trying to figure out which book is which. I got them as a humble bumble a while back with both versions, but they didn't seem clearly labeled to me.   I would appreciate a pointer to a good Character Sheet though, as that is much harder for me to find.
  22. Mentioning Temperance and Pride suggests thay you're working with the nWoD/HtV 1e rules. We'll be using Chronicles of Darkness/HtV 2e (with some stuff haphazardly carried over from nWoD), but not to worry. There's a free document that outlines the rules update, and if you can afford it, the 2e HtV rulebook PDF is currently on sale for about 25% off on DriveThruRPG. Even if you can't, I have both editions and will be happy to help update you on the rule changes.
  23. I am working on making an Inquisitive Technician that joined the Dragon. He'll have Computer and Craft Skills and run a youtube channel as his profession. He builds robots and other knick-knacks, being a general handy-man. As a Bee, he will probably take an extra point in Coduit, Distant Vision, and the Spirit Projection. His Virtue is Temperance, but his Vice is Pride (which rubs up with the Dragon's humility in the face of fate). I am kind of waiting on the rest of the information to be flushed out to finish building him, but I have started with the Hunter and added as much Bee as I can so far. Warin the patient Warin couldn't believe it had only been a week. He had been working to build his YouChute following, posting regular videos of things he built for fun. He ran a pretty successful handy-man service that he inherited from his uncle. Warrin went to college and earned a degree in Software Engineering with a minor in Robotics. Most people didn't understand the difference, but Warin mostly just did what he enjoyed. Growing up, he was building stuff with his uncle from a very young age. Mostly it was rebuilding cars or small appliances, but as Warin got older, he became more interested in computers. He discovered modular components and started helping his uncle reprogram boards that had gone bad in more modern equipment. This earned them quite a large client base as they could work on things from the 70s up through modern times between them. Warin was a sponge taking in most of it easily enough. But as inevitably happens when you spend a lot of time on YouChute, Warin recently found himself spiraling down a rabbit trail of intrigue related to the supernatural. He started just laughing at how serious some people took it, but as he dug, he found more and more that seemed too convenient. He found links to external sites that he checked the back-end of and couldn't find any way these people were faking it or any reason for them to fake it if they were. This tangent of course lasted well into the night and he found himself all but falling asleep at his computer when suddenly something strange seemed to happen to him. He awoke the next day changed, unsure if this was real or just some weird dream. He was then recruited by the dragons, a shadowy organization with mysterious motives. Now that he had found the truth, he couldn't go back. He was ready to stand in the gap between the supernatural and everyone else. He found himself being sent to a small island off the coast of Maine that has recently become blanketed by a thick fog that has apparently cut it off from the rest of the world. At once knowing far more than he ever imagined about the truth of this world, and yet feeling like he still don't know nearly enough, Warin stumbles into the zombie-infested town of Kingsmouth seeking answers for both the dragons and himself.
  24. Bee Merits The following Merits are available to all Bees. In addition, Bees can also purchase the fetish (see Werewolf: The Forsaken), imbued items and library (see Mage: The Awakening), or relic (see World of Darkness: Reliquary) Merits, as well as the totem Merit (Werewolf: The Forsaken). Bees can also possess the Allies, Contacts, and Mentor with spirits. However, the Bee must purchase the Allies and Contacts Merits for specific types of spirits, such as city-spirits of a particular city, spirits of artificial devices, nature-spirits and other broad but distinct categories. Bees can also possess the Status Merit for being the servant or favorite of a powerful spirit, but this Merit has no direct effect upon their interactions with mortals. Anima Reservoir (• or ••) Your character has some talisman or other item that can hold additional points of Anima. The character must touch this item to put Anima into it or retrieve Anima from it. The amount of Anima your character can put in or remove from this item every turn is limited by both how much Anima he can spend per turn and how much Anima the device can hold. A one-dot Anima reservoir can hold up to three points of Anima and must be at least as large as a small wrist watch or a large coin like a quarter. A two-dot Anima Reservoir can hold up to six points of Anima and must be at least as large as a large pocket watch or a cell phone. Regardless of their size, Anima Reservoirs can be made in any form, including being a working cell phone or watch. Anima reservoirs also exist in Twilight, the Shadow Realm and the Underworld. If the character is touching this item when he sends his mind into one of these realms, the item vanishes from the physical world and remains with him in the realm to which he travels. Also, as long as he is touching this item when he returns to his body, it reappears with him. Bees cannot create Anima Reservoirs, but they can bargain with spirits or some powerful mages who know the secret of their creation. Conduit (•••) Your character gains an additional dot of Conduit. All Bees begin play with one dot of Conduit. However, more experienced and powerful Bees have more dots in Conduit. During character generation, each additional dot of Conduit costs the character three Merit dots. See Effects of Conduit for more information about how this Merit affects your character. Bee characters can purchase this Merit no more than twice, for a total Conduit of three. Available at character creation only. Your character can only purchase additional dots of Conduit as a Merit during character creation. During play, Conduit can only be increased using experience points. Dream (• to •••••) Your character's ties to the Shadow Realm also gives her a connection to ancient truths that can be seen and comprehended only in dreams. Through the Buzzing, she gains flashes of insight through reverie and visions, finding answers to questions she couldn't normally get by mundane means. Through effort of will, your character can channel this insight into action. Once per game session, your character can use her Dream ability to gain a supernatural insight concerning a question or topic. Activating this ability requires at least one hour spent in sleep, meditation or an activity exclusively focused on accessing an altered state of consciousness. The Storyteller then rolls the character's Wits + Composure in secret. A successful roll results in one or more clues per dot of Dream. The meaning of these clues is hidden behind allegory, symbols, and archetypes. Dreams rarely answer questions directly, typically relying on symbolism and images to convey information. If a Bee is seeking a specific person's location wouldn't see his address, but landmarks nearby could lead the way: a river, a tower or even the face of a man walking by at dusk. The answer has the potential to resolve the problem. It's a tool for the Storyteller to help drive events of the story. Familiar (•••) Your character has a magical bond with an immaterial and invisible spirit from the Shadow Realm that aids him and which normally dwells in Twilight These familiars can temporarily manifest like ghosts (see "Manifestations," p. 131 in the Chronicles of Darkness Rulebook), but their ephemeral bodies are otherwise invisible and intangible to the physical world. A familiar must manifest or use Numina to affect anything in the physical world — except for its bonded Bee, whom it can touch at will, just as the Bee can always see the familiar. Although familiars normally exist in the Twilight Realm, they can accompany their masters into the Shadow Realm, or travel there themselves if their Numina allow it. Familiar Traits A familiar is considered to be the lowest rank of spirit (with a limit of 5 on all traits, and a maximum Anima of 10). The Storyteller designs the spirit's traits. Each familiar begins play with at least one dot in each Attribute, with extra dots as listed below. Attributes: 3/3/2 (allocate dots in any order among Power, Finesse and Resistance) Willpower: Equal to Power + Resistance Anima: 10 (10 max) Initiative: Equal to Finesse + Resistance Defense: Equal to highest of Power and Finesse Speed: Equal to Power + Finesse + "species factor" (same as its earthly counterpart) Size: 5 or less (same as its earthly counterpart) Corpus: Equal to Resistance + Size Influence: 2 dots (choose one) Numina: Choose one Ban: The fetch has one Ban, chosen by the Storyteller The character to which the familiar is bonded is considered to be its anchor to the material world, although there is no limit to how far a familiar can travel from the Bee it is linked to. It also does not lose Anima for every hour it spends in the physical world or Twilight. It must follow all the other rules concerning Anima, however, including spending one Anima per day. If it is reduced to zero Anima, it falls into Slumber but it is not transferred back into the Shadow Realm as long as the Bee-familiar bond still exists. The Bee and her familiar have an empathic connection; each can automatically feel the emotions of the other. However, supernatural effects that damage or manipulate the familiar through an emotional attack don't damage or manipulate the Bee to which it is bonded. Also, your character can use his familiar as a magical connection that is sufficiently close that there are no penalties to her Augment roll. Improvement: To improve a familiar, the player of the Bee must spend some of his character's experience points on the familiar. Occultation (• to •••) Prerequisite: no Fame Merit dots Because of their connection to the Shadow World, some Bees can effectively slip through the cracks of mortal society. Your character is also protected from all supernatural effects designed to spy upon or learn anything about her. When any magician or supernatural being attempts to use their power to learn anything about your character, subtract a number of dice equal to your character's dots in this Merit. Occulted Bees mostly live on the fringes of mundane reality and the edges of mortal society. Mortals have trouble keeping track of their identities and activities. Records concerning them tend to get lost, and the authorities are challenged to investigate their activities. Since most mortals find it hard to gather information about the character, they won't gather many details about him. This Merit also makes it harder for supernatural beings to research information about the character through mundane sources. Whenever someone makes a roll to gather information about your character, your Occultation dots are subtracted from the researcher's dice pool. This Merit is especially helpful for Bees who are several centuries old and wish to conceal this fact. Drawback: If your character ever becomes well known to the public (such as getting caught on camera and being shown on television night after night), he loses his Occultation until the public at large forgets him (which could take many years, depending on how famous or notorious your character became). Likewise, if he maintains a public persona at all among mortals, even to the degree of having several prominent or well-known friends, he cannot maintain his Occultation. The character must constantly cultivate this Merit, working to remain away from the attention of mortal society. It does not affect his standing among any supernatural beings he knows.
  25. "This can't be happening, this can't be happening, this can't be happening..." Agent Vox is... not holding up too well with her new job. A few weeks back, she was happily sitting alone in her apartment, whistling to herself, working on her webcomic and trying not to think about her tax forms. Now she's on a ferry in heavy rain, wearing a poorly fitting suit, clutching a very temperamental looking massive gun, and muttering obscenities under her breath. Vox is convinced this is going to go extremely badly. From everything she knows about this job, paranormal investigators have to be cool, capable and above all smart. She's... not that. As a civilian, she's the type who skipped to the last page of a murder mystery, who never understood why her friends couldn't just get along. She'd hide away from every complicated bit of reality if she could. Vox would swear blind she's not gifted or talented enough to deal with these strange, indescribable creatures. This should take a hero. She's just a normal, stupid, inadequate human being. The bees don't change the truth of what she is, and the other Illuminati members just make that more apparent. They're all cool, superhuman geniuses who actually know what they're doing. Nothing Vox could ever do would be enough. It'll never make her feel like she measures up to the standard she's seen from HQ. Still... she's pretty sure backing out of this job will just make things worse. So the newly minted agent will ball her fists, close her eyes, and push on through. Even if she wanted to quit... she's on the boat. Too late now. Rough notes to expound on later! Had a nice life. Art grad. Not much ever expected of her. Webcomic is extremely idyllic fantasy; lots of cute designs, even a lot of the villains are cute and sympathetic. Vox is deeply worried about if she can keep updating it or not, and hasn't checked with her superiors before doing so. She honestly thinks this is scandalous and could potentially get her fired if discovered Why did she join the Illuminati? Well, while they are very intimidating (especially when they're having fun), there's a fundamental... simplicity to their philosophy that struck a strong chord with Vox. She doesn't like the idea of chaotic evolution, or a grand moral crusade. It's easy to feel like she'd either be on the wrong side of those, or get kicked to the curb for not doing enough. The Illuminati though? They just want things to work. New World Order means them at the top, but Vox is grasping onto that word 'order' like a liferaft in a storm. So long as the Labyrinth doesn't fall to pieces and she can get a cup of coffee once she's done on assignment, she's content working for team triangle. Mechanics wise. Sympathetic merit is a lock. Marksmanship worth looking at. Investigative Aide, using her art skills maybe? Endowments, looking at the Mjolnir Cannon and either the Twitcher or the Sonic Resonance Attuner. Dunno where to take her Bee abeelities
  26. Ohhh, what fun! 🙂 I don't have everything together yet, but can put at least something down for Vox as a placeholder and work on expanding it to actually hold her details properly.
  27.  
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